Plate Armor
Revision as of 11:06, 18 October 2019 by GilgaMelchi (talk | contribs) (→Abilities: Body passive bonus was erroneous)
Plate Armor is a class of equipment consisting of: Plate Helmet, Plate Armor, and Plate Boots.
Plate Helmet
Abilities
Type | Ability | Energy Cost | Cast Time | Range | Cooldown | |
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Universal | ![]() |
Energy Regain: A channeled spell that replenishes Energy greatly. | 0 | Channeled | Self | 30s |
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Stone Skin: Reduces damage received by 33.333% for 7s. | 0 | Instant | Self | 45s | |
Type | Ability | Energy Cost | Cast Time | Range | Cooldown | |
Passive | ![]() |
Toughness: Incoming damage is reduced by 2.439%. | - | - | - | - |
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Authority: 5% increased CC duration. | - | - | - | - | |
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Tenacity: Increases your resistances to CC effects by 0.2 on all Plate Armors. Tenacity on all Plate Shoes and Helmets will increase your CC resistance to 0.1. | - | - | - | - | |
Item | Ability | Energy Cost | Cast Time | Range | Cooldown | |
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Block: You become immune to damage and all Crowd Control effects for 2s. You can keep moving during the block, but cannot attack or cast spells. | 0 | Channeled | Self | 30s |
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Displacement Immunity: Increases Crowd Control Resistance by 76, and makes target immune to any displacement effect like pulls, knockbacks or fears for 6s. The spell affects you and up to 5 allies in a 4m radius. | 0 | Instant | Self | 30s |
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Emergency Heal: Instantly heals 15% of max health and removes any damage over time effects for up to 4 allies in a 4m around you. | 0 | Instant | Self | 30s |
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Ballista Support Fire: Your Royal allies fire a burning barrel at a ground target location. It takes a little time before it reached the desired location; when it does, it stuns all enemies hit for 3.37s and deals 155 Physical damage. | 0 | Instant | 11m | 40s |
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Sacrifice: Restores 25% of total health of an ally, and reduces your own health by 15% of total health. Cannot be cast on self. | 0 | Instant | 9m | 50s |
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Hush: Every 5 spell attacks, your next normal attacks will silence the enemy for 1.74s | - | - | - | - |
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Electric Discharge: Creates an electrical loop, which expands into a 11m radius around the caster. The area stuns enemies for 1.9s and deals 51 damage. | 0 | Instant | Self | 45s |
Note: numerical values are based on gear with 1060 item power.
Plate Armor
Abilities
Type | Ability | Energy Cost | Cast Time | Range | Cooldown | |
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Universal | ![]() |
Mend Wounds: As long as you are not in combat, you can use this spell to mend wounds. Regenerates 4% Health and Energy per second for 12s. | 0 | Channeled | Self | 30s |
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Taunt: Taunting will also reduce the target's damage by 10% for 3s. For all Plate Armors, when used against creatures, it will make you the target of that creature. When used against players, it will increase your damage by 30% and reduce your defense by 20% for 3s. | 25 | Instant | 11m | 10s | |
Type | Ability | Energy Cost | Cast Time | Range | Cooldown | |
Passive | ![]() |
Toughness: Incoming damage is reduced by 4.762%. | - | - | - | - |
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Authority: 5% increased CC duration. | - | - | - | - | |
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Tenacity: Increases your resistances to CC effects by 0.2 on all Plate Armors. Tenacity on all Plate Shoes and Helmets will increase your CC resistance to 0.1. | - | - | - | - | |
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Spirit Crush: Normal attacks apply a debuff on mobs, which reduces max health by 12% (This effect cannot be stacked, and has no effect against players.) | - | - | - | - | |
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Protective Instinct: Increases Threat Generation by 300% | - | - | - | - | |
Item | Ability | Energy Cost | Cast Time | Range | Cooldown | |
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Fury: Once unleashed, you get a 7% damage bonus and a 4% Crowd Control duration bonus every time you take damage (charges up to 10 times). This spell lasts for 10s. | 28 | Instant | Self | 30s |
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Wind Wall: Conjures a Wind Wall in front of you, lasting 4s, which knocks back all enemies hit by it. | 36 | Instant | 5m | 30s |
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Enfeeble Aura: Creates a 7m aura around you that lasts for 5 seconds. All enemies inside it will do 60% less damage, and be slowed by 15%. The aura also reveals invisible enemies. | 25 | Instant | Self | 30s |
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Energy Drain: A 6m radius energy-draining aura surround you for 8s. You and up to 5 allies will steal 9 energy per second from each enemy inside the aura. | 25 | Instant | Self | 1m |
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Soul Chain: Attach a chain to an enemy. After 3s the enemy will be pulled to your position. However, if the enemy is more than 30m away from you, the chain will break and the enemy won't be pulled. | 28 | Instant | 2m | 40s |
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Protection of the Fiends: While channeling, you and allies in a 7m radius reflect 50% of incoming damage. Your resistances are decreased by 93, while your allies' resistances are increased by 117. The channel last up to 6s and can't be interrupted by enemies. | 30 | Moving Channel | 15m | 40s |
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Force Shield: Creates a Force Shield on the ground. It increases resistances by 87 and healing received by 30% for up to 10 allies. The shield has a 7m radius and lasts for 8s. | 20 | Instant | Self | 50s |
Note: numerical values are based on gear with 1060 item power.
Plate Boots
Abilities
Type | Ability | Energy Cost | Cast Time | Range | Cooldown | |
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Universal | ![]() |
Run: Increases your move speed by 60% for 7s, Good for traveling and gathering. | 0 | Instant | Self | 30s |
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Rejuvenating Sprint: Increases your move speed by 100% for 3s, and regenerates 38 health every second, for 3 seconds. | 0 | Instant | Self | 30s | |
Type | Ability | Energy Cost | Cast Time | Range | Cooldown | |
Passive | ![]() |
Courier: Increases your maximum carry load by 108 kg. | - | - | - | - |
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Toughness: Incoming damage is reduced by 2.439%. | - | - | - | - | |
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Authority: 5% increased CC duration. | - | - | - | - | |
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Tenacity: Increases your resistances to CC effects by 0.2 on all Plate Armors. Tenacity on all Plate Shoes and Helmets will increase your CC resistance to 0.1. | - | - | - | - | |
Item | Ability | Energy Cost | Cast Time | Range | Cooldown | |
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Wanderlust: Every second your movement speed increases by 10%. (Stacks up to 8 times.) This effect lasts for 16s. | 0 | Instant | Self | 1m |
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Shield Charge: Charge toward a target (ally or enemy), After the charge you apply shield on yourself and allies in close proximity. The shield absorbs 558 damage, and lasts for 3s. | 0 | Instant | 15m | 25s |
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Giant: Grow to a giant for 8s. During that time, your max and current health are temporarily doubled, and your move speed is increased by 25%. (This effect can't be purged) | 0 | Instant | Self | 1m |
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Royal March: March to a ground target destination. While marching, you stack up resistances and movement speed. Each stack reduces incoming damage by 1.961%, and increases movement speed by 6%, for 8s. (Max 10 stacks). The effect is only activated if you reach your destination without interruption. | 0 | Instant | 10m | 30s |
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Battle Frenzy: Increases your movement speed by 40% and makes you immune to any movement-impairing effects for 5s. Does not make you immune to forced movement effects like knockbacks. | 0 | Instant | Self | 30s |
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Vengeful Sprint: Your damage and move speed is increased for 6s. Each stack grants 4% additional damage and 20% speed increase. The less health you have upon activation, the more stacks you gain. (max 8 stacks) | 0 | Instant | Self | 30s |
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Elbow Smash: Charge towards a ground location. All enemies within a 4m radius of the impact location are knocked down for 0.8s, ignoring Crowd Control Resistance. | 0 | Instant | 11m | 30s |
Note: numerical values are based on gear with 1060 item power.